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@@ -0,0 +1,423 @@
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+/**
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+ * MeshGouraudMaterial
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+ *
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+ * Lambert illumination model with Gouraud (per-vertex) shading
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+ *
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+ */
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+
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+import { UniformsUtils, UniformsLib, ShaderMaterial, Color, MultiplyOperation } from 'three';
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+
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+const GouraudShader = {
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+
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+ uniforms: /*@__PURE__*/ UniformsUtils.merge( [
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+ UniformsLib.common,
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+ UniformsLib.specularmap,
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+ UniformsLib.envmap,
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+ UniformsLib.aomap,
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+ UniformsLib.lightmap,
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+ UniformsLib.emissivemap,
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+ UniformsLib.fog,
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+ UniformsLib.lights,
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+ {
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+ emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }
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+ }
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+ ] ),
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+
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+ vertexShader: /* glsl */`
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+
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+ #define GOURAUD
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+
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+ varying vec3 vLightFront;
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+ varying vec3 vIndirectFront;
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+
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+ #ifdef DOUBLE_SIDED
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+ varying vec3 vLightBack;
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+ varying vec3 vIndirectBack;
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+ #endif
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+
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+ #include <common>
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+ #include <uv_pars_vertex>
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+ #include <uv2_pars_vertex>
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+ #include <envmap_pars_vertex>
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+ #include <bsdfs>
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+ #include <lights_pars_begin>
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+ #include <color_pars_vertex>
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+ #include <fog_pars_vertex>
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+ #include <morphtarget_pars_vertex>
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+ #include <skinning_pars_vertex>
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+ #include <shadowmap_pars_vertex>
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+ #include <logdepthbuf_pars_vertex>
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+ #include <clipping_planes_pars_vertex>
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+
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+ void main() {
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+
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+ #include <uv_vertex>
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+ #include <uv2_vertex>
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+ #include <color_vertex>
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+ #include <morphcolor_vertex>
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+
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+ #include <beginnormal_vertex>
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+ #include <morphnormal_vertex>
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+ #include <skinbase_vertex>
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+ #include <skinnormal_vertex>
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+ #include <defaultnormal_vertex>
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+
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+ #include <begin_vertex>
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+ #include <morphtarget_vertex>
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+ #include <skinning_vertex>
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+ #include <project_vertex>
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+ #include <logdepthbuf_vertex>
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+ #include <clipping_planes_vertex>
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+
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+ #include <worldpos_vertex>
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+ #include <envmap_vertex>
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+
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+ // inlining legacy <lights_lambert_vertex>
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+
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+ vec3 diffuse = vec3( 1.0 );
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+
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+ GeometricContext geometry;
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+ geometry.position = mvPosition.xyz;
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+ geometry.normal = normalize( transformedNormal );
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+ geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );
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+
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+ GeometricContext backGeometry;
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+ backGeometry.position = geometry.position;
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+ backGeometry.normal = -geometry.normal;
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+ backGeometry.viewDir = geometry.viewDir;
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+
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+ vLightFront = vec3( 0.0 );
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+ vIndirectFront = vec3( 0.0 );
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+ #ifdef DOUBLE_SIDED
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+ vLightBack = vec3( 0.0 );
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+ vIndirectBack = vec3( 0.0 );
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+ #endif
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+
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+ IncidentLight directLight;
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+ float dotNL;
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+ vec3 directLightColor_Diffuse;
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+
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+ vIndirectFront += getAmbientLightIrradiance( ambientLightColor );
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+
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+ vIndirectFront += getLightProbeIrradiance( lightProbe, geometry.normal );
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+
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+ #ifdef DOUBLE_SIDED
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+
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+ vIndirectBack += getAmbientLightIrradiance( ambientLightColor );
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+
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+ vIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry.normal );
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+
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+ #endif
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+
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+ #if NUM_POINT_LIGHTS > 0
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+
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+ #pragma unroll_loop_start
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+ for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
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+
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+ getPointLightInfo( pointLights[ i ], geometry, directLight );
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+
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+ dotNL = dot( geometry.normal, directLight.direction );
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+ directLightColor_Diffuse = directLight.color;
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+
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+ vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
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+
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+ #ifdef DOUBLE_SIDED
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+
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+ vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
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+
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+ #endif
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+
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+ }
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+ #pragma unroll_loop_end
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+
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+ #endif
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+
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+ #if NUM_SPOT_LIGHTS > 0
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+
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+ #pragma unroll_loop_start
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+ for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
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+
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+ getSpotLightInfo( spotLights[ i ], geometry, directLight );
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+
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+ dotNL = dot( geometry.normal, directLight.direction );
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+ directLightColor_Diffuse = directLight.color;
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+
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+ vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
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+
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+ #ifdef DOUBLE_SIDED
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+
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+ vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
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+
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+ #endif
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+ }
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+ #pragma unroll_loop_end
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+
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+ #endif
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+
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+ #if NUM_DIR_LIGHTS > 0
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+
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+ #pragma unroll_loop_start
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+ for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
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+
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+ getDirectionalLightInfo( directionalLights[ i ], geometry, directLight );
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+
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+ dotNL = dot( geometry.normal, directLight.direction );
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+ directLightColor_Diffuse = directLight.color;
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+
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+ vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
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+
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+ #ifdef DOUBLE_SIDED
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+
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+ vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
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+
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+ #endif
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+
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+ }
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+ #pragma unroll_loop_end
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+
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+ #endif
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+
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+ #if NUM_HEMI_LIGHTS > 0
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+
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+ #pragma unroll_loop_start
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+ for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
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+
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+ vIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );
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+
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+ #ifdef DOUBLE_SIDED
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+
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+ vIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry.normal );
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+
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+ #endif
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+
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+ }
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+ #pragma unroll_loop_end
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+
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+ #endif
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+
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+ #include <shadowmap_vertex>
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+ #include <fog_vertex>
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+
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+ }`,
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+
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+ fragmentShader: /* glsl */`
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+
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+ #define GOURAUD
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+
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+ uniform vec3 diffuse;
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+ uniform vec3 emissive;
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+ uniform float opacity;
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+
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+ varying vec3 vLightFront;
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+ varying vec3 vIndirectFront;
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+
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+ #ifdef DOUBLE_SIDED
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+ varying vec3 vLightBack;
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+ varying vec3 vIndirectBack;
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+ #endif
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+
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+ #include <common>
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+ #include <packing>
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+ #include <dithering_pars_fragment>
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+ #include <color_pars_fragment>
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+ #include <uv_pars_fragment>
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+ #include <uv2_pars_fragment>
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+ #include <map_pars_fragment>
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+ #include <alphamap_pars_fragment>
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+ #include <alphatest_pars_fragment>
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+ #include <aomap_pars_fragment>
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+ #include <lightmap_pars_fragment>
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+ #include <emissivemap_pars_fragment>
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+ #include <envmap_common_pars_fragment>
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+ #include <envmap_pars_fragment>
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+ #include <bsdfs>
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+ #include <lights_pars_begin>
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+ #include <fog_pars_fragment>
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+ #include <shadowmap_pars_fragment>
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+ #include <shadowmask_pars_fragment>
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+ #include <specularmap_pars_fragment>
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+ #include <logdepthbuf_pars_fragment>
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+ #include <clipping_planes_pars_fragment>
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+
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+ void main() {
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+
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+ #include <clipping_planes_fragment>
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+
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+ vec4 diffuseColor = vec4( diffuse, opacity );
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+ ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
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+ vec3 totalEmissiveRadiance = emissive;
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+
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+ #include <logdepthbuf_fragment>
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+ #include <map_fragment>
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+ #include <color_fragment>
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+ #include <alphamap_fragment>
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+ #include <alphatest_fragment>
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+ #include <specularmap_fragment>
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+ #include <emissivemap_fragment>
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+
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+ // accumulation
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+
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+ #ifdef DOUBLE_SIDED
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+
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+ reflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;
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+
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+ #else
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+
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+ reflectedLight.indirectDiffuse += vIndirectFront;
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+
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+ #endif
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+
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+ #include <lightmap_fragment>
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+
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+ reflectedLight.indirectDiffuse *= BRDF_Lambert( diffuseColor.rgb );
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+
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+ #ifdef DOUBLE_SIDED
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+
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+ reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;
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+
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+ #else
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+
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+ reflectedLight.directDiffuse = vLightFront;
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+
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+ #endif
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+
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+ reflectedLight.directDiffuse *= BRDF_Lambert( diffuseColor.rgb ) * getShadowMask();
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+
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+ // modulation
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+
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+ #include <aomap_fragment>
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+
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+ vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
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+
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+ #include <envmap_fragment>
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+
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+ #include <output_fragment>
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+ #include <tonemapping_fragment>
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+ #include <encodings_fragment>
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+ #include <fog_fragment>
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+ #include <premultiplied_alpha_fragment>
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+ #include <dithering_fragment>
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+
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+ }`
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+
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+};
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+
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+//
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+
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+class MeshGouraudMaterial extends ShaderMaterial {
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+
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+ constructor( parameters ) {
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+
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+ super();
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+
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+ this.isMeshGouraudMaterial = true;
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+
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+ this.type = 'MeshGouraudMaterial';
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+
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+ //this.color = new THREE.Color( 0xffffff ); // diffuse
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+
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+ //this.map = null;
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+
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+ //this.lightMap = null;
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+ //this.lightMapIntensity = 1.0;
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+
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+ //this.aoMap = null;
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+ //this.aoMapIntensity = 1.0;
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+
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+ //this.emissive = new THREE.Color( 0x000000 );
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+ //this.emissiveIntensity = 1.0;
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+ //this.emissiveMap = null;
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+
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+ //this.specularMap = null;
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+
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+ //this.alphaMap = null;
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+
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+ //this.envMap = null;
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+ this.combine = MultiplyOperation; // combine has no uniform
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+ //this.reflectivity = 1;
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+ //this.refractionRatio = 0.98;
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+
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+ this.fog = false; // set to use scene fog
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+ this.lights = true; // set to use scene lights
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+ this.clipping = false; // set to use user-defined clipping planes
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+
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+ const shader = GouraudShader;
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+
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+ this.defines = Object.assign( {}, shader.defines );
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+ this.uniforms = UniformsUtils.clone( shader.uniforms );
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+ this.vertexShader = shader.vertexShader;
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+ this.fragmentShader = shader.fragmentShader;
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+
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+ const exposePropertyNames = [
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+ 'map', 'lightMap', 'lightMapIntensity', 'aoMap', 'aoMapIntensity',
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+ 'emissive', 'emissiveIntensity', 'emissiveMap', 'specularMap', 'alphaMap',
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+ 'envMap', 'reflectivity', 'refractionRatio', 'opacity', 'diffuse'
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+ ];
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+
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+ for ( const propertyName of exposePropertyNames ) {
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+
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+ Object.defineProperty( this, propertyName, {
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+
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+ get: function () {
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+
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+ return this.uniforms[ propertyName ].value;
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+
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+ },
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+
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+ set: function ( value ) {
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+
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+ this.uniforms[ propertyName ].value = value;
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+
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+ }
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+
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+ } );
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+
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+ }
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+
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+ Object.defineProperty( this, 'color', Object.getOwnPropertyDescriptor( this, 'diffuse' ) );
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+
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+ this.setValues( parameters );
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+
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+ }
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+
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+ copy( source ) {
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+
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+ super.copy( source );
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+
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+ this.color.copy( source.color );
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+
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+ this.map = source.map;
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+
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+ this.lightMap = source.lightMap;
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+ this.lightMapIntensity = source.lightMapIntensity;
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+
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+ this.aoMap = source.aoMap;
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+ this.aoMapIntensity = source.aoMapIntensity;
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+
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+ this.emissive.copy( source.emissive );
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+ this.emissiveMap = source.emissiveMap;
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+ this.emissiveIntensity = source.emissiveIntensity;
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+
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+ this.specularMap = source.specularMap;
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+
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+ this.alphaMap = source.alphaMap;
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+
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+ this.envMap = source.envMap;
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+ this.combine = source.combine;
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+ this.reflectivity = source.reflectivity;
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+ this.refractionRatio = source.refractionRatio;
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+
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+ this.wireframe = source.wireframe;
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+ this.wireframeLinewidth = source.wireframeLinewidth;
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+ this.wireframeLinecap = source.wireframeLinecap;
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+ this.wireframeLinejoin = source.wireframeLinejoin;
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+
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+ this.fog = source.fog;
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+
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+ return this;
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+
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+ }
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+
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|
|
+}
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+
|
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|
|
+export { MeshGouraudMaterial };
|